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2013-06-06style cleanupCampbell Barton
2013-06-05Fix #35640, part 1. Set the id.lib pointer for nested bNodeTree data blocks ↵Lukas Toenne
inside material, scene, etc. on lib_link, so that the UI buttons get disabled when editing linked node trees. Thanks to Brecht van Lommel for suggesting this fix.
2013-05-30Fix #35570, old group nodes with empty socket name strings crash. The ↵Lukas Toenne
identifier assignment was not taking potentially empty name strings into account. In addition some of the BLI_uniquename calls were not passing a valid defname parameter, also crashing.
2013-05-30remove redundant includes from cmake and scons.Campbell Barton
2013-05-30remove duplicate sys-types headers.Campbell Barton
also change define checks in BLI_sys_types.h (was warning a lot in linux about unused defines).
2013-05-28move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)Campbell Barton
remove MEM_sys_types.h which was a duplicate.
2013-05-20code cleanup: split scons includes onto multiple lines, reduce chance of ↵Campbell Barton
include conflicts later on.
2013-05-17Smoke simulator: Add flow subframes and ability to set custom particle size.Miika Hamalainen
Previously it was nearly impossible to have fast moving objects emitting smoke or they would just leave behind a row of smoke poofs instead of continious stream of smoke. Now it's possible to set number of subframes for each smoke flow. Another new thing is ability to set size of smoke flow particles instead of using closest smoke cell. This also works with my earlier "full sample" commit, so no more blocky particles either. :) For more info check my blog post: http://www.miikahweb.com/en/blog/2013/05/17/blender-smoke-subframes This commit also includes couple of fixes I spotted while testing: * Fix: dissolve was applied at different time for low res and high res simulations. * Fix: full sample setting didn't get copied with domain.
2013-05-10Fix for version patch in recent smoke commit, was using && instead of &.Brecht Van Lommel
2013-05-10Smoke: Add new "Full Sample" option to high resolution smoke panel.Miika Hamalainen
This is hopefully the ultimate solution against smoke blockiness near emitter. Previously high resolution flow/emitter voxels were generated based on the low resolution ones. So if you had 32 resolution and 4 division high resolution, it still used smoke flow generated from those 32 resolution voxels. Now I introduced a new sampling method called "Full Sample" that generates full resolution flow for for high resolution domain as well. Read more about it in my blog post: https://www.miikahweb.com/en/blog/2013/05/10/getting-rid-of-smoke-blockiness Also changed "quick smoke" operator default voxel data interpolation mode to "Cubic B-Spline" to smoothen out it even more.
2013-05-09Partial revert of own commits r56604 and r56603:Thomas Dinges
* Reverted the changes to code comments, as suggested by Campbell. It makes it more hard to follow. * Only keep changes to actual UI messages.
2013-05-09Fix for do_versions bug with node groups: The special case of direct ↵Lukas Toenne
input-to-output connections was not handled correctly. In this case both the tonode and fromnode pointers in old node groups are NULL.
2013-05-09UI naming consistency:Thomas Dinges
* ShapeKey -> Shape Key. Was called "Shape Key" in most places already. Pointed out by Dalai, thanks!
2013-05-08code cleanup: remove redundant check in writedata().Campbell Barton
2013-05-07Putting undefined versioning to only older than 2.67.Ton Roosendaal
2013-05-07Fix #35122: Blenderplayer crashes when loading levelSergey Sharybin
Issue was caused by ntreeUpdateTree calling for a ntree which is not in G.main. This lead to issues in ntreeVerifyNodes (which is called from ntreeUpdateTree). Made is so ntreeUpdateTree now accepts main as an argument. Will work for the release, later we could either solve the TODO mentioned in ntreeUpdateTree which will eliminate need in main there or make it so context's main is used from all over where ntreeUpdateTree is called (currently there're still some usages of G.main).
2013-05-06Fix for crash when using 2D stabilization for float movie clipsSergey Sharybin
Also removed unneeded image buffer scaling, it was only needed for "early output" if there was no rotation. That is no longer supported since it used to pixelate result a lot and interpolation is always used now. Saves quite a few of memory and CPU cycles.
2013-05-06Another correction to svn rev56509Sergey Sharybin
Initial fix was not fully working, because faulty edge shared the same address as screen area. This lead to screen freeing issues -- double free (which was supressed by guarded allocation actually) but also freed memory access when iterating via edges to free them. Solved by a small hack which removes edges with bad vertices from edges list. This prevents double-free and freed memory access cased by corrupted files we're currently fixing. In other cases this tweak is likely be harmless -- in worst case scenario it'll lead to small memory leak, which is not as much lethal as freed memory access.
2013-05-06Fix for uninitialized variable in previous commit.Sergey Sharybin
2013-05-06Bug fix #35179Ton Roosendaal
Added provision for saved corrupt blend files - caused by a startup.blend addressing > 16 GB space, which was read in 32 bits. Now an invalid screen will get removed immediate after read. Might give a memory-not-in-memlist print, but that's quite safe.
2013-04-30Fix for #35147, view in backdrop and image editor in compositor don't work ↵Lukas Toenne
anymore. The active_viewer_key which sets the active node tree to use for the viewer image was not initialized in do_versions yet.
2013-04-28BGE: Fix for [#34383] Blender crash Steering actuator 2.66 -> 2.59 -> 2.66. ↵Mitchell Stokes
Reported and fixed by HG1.
2013-04-25Fix build error with scons + msvc, needs pthread include.Brecht Van Lommel
2013-04-24Fix #34783: smoke simulation crash when changing frame while preview rendering.Brecht Van Lommel
Added a mutex lock for smoke data access. The render was already working with a copy of the volume data, so it's just a short lock to copy things and should not block the UI much.
2013-04-23Add stencil control for mask overlay. Key combinations are the same asAntony Riakiotakis
regular stencil but use Alt as well, so Alt-Rclick is translation, Alt- clamping to avoid scaling of stencil to zero.
2013-04-22Fix #35037: Compositor: MultilayerEXR + undo loses image. Crash when ↵Sergey Sharybin
selecting in Image Editor Issue was cause dby ima->ibufs being stored in a ma on undo/redo and ima->rr not. In case of multilayer image ibufs hares pointer with render result, so current undo/redo policy lead to a dead pointer stored in ibuf. Made it so ima->rr also stores in the map and restores on redo/undo keeping all the pointers fine.
2013-04-18add display mode for sharp edges.Campbell Barton
2013-04-18add mesh distort display mode (highlights distorted faces)Campbell Barton
2013-04-17Fix for node editor lib_link and memfile restore (undo): The ↵Lukas Toenne
snode->nodetree/first tree path pointer was not properly mapped on file load due to the fact that it's stored locally in other ID data blocks. Undo was restoring the pointer correctly, but used an ugly hack. Now the SpaceNode->id pointer is linked first, then the datablock is checked for an internal node tree, which is then used instead of trying to lib-link the node tree pointer.
2013-04-17display options to help with 3d printing.Campbell Barton
editmesh debug info, - overhang (with axis angle options) - wall thickness (with min/max distance) - self-intersections. access below 'Mesh Display' panel.
2013-04-16Blender Internal Render in viewportTon Roosendaal
Because of our release soon, feature has been added behind the Debug Menu. CTRL+ALT+D and set it to -1. Or commandline --debug-value -1. When debug set to -1, you can put the viewport to 'render' mode, just like for Cycles. Notes for testers: (and please no bugs in tracker for this :) - It renders without AA, MBlur, Panorama, Sequence, Composite - Only active render layer gets rendered. Select another layer will re-render. - But yes: it works for FreeStyle renders! - Also does great for local view. - BI is not well suited for incremental renders on view changes. This only works for non-raytrace scenes, or zoom in ortho or camera mode, or for Material changes. In most cases a full re-render is being done. - ESC works to stop the preview render. - Borders render as well. (CTRL+B) - Force a refresh with arrow key left/right. A lot of settings don't trigger re-render yet. Tech notes: - FreeStyle is adding a lot of temp objects/meshes in the Main database. This caused DepsGraph to trigger changes (and redraws). I've prepended the names for these temp objects with char number 27 (ESC), and made these names be ignored for tag update checking. - Fixed some bugs that were noticable with such excessive re-renders, like for opening file window, quit during renders.
2013-04-16Fix some names, and move overlay flag to overlay_flags.Antony Riakiotakis
2013-04-15Removed the extra ntree->update flag check in lib_verify_nodetree in ↵Lukas Toenne
readfile.c. This is unnecessary as the update flag will be checked internally in ntreeUpdateTree anyway, except for the generic bNodeTreeType->update callback (it could even be harmful by preventing necessary updates that don't use the ntree->update flag). Executing this once after loading a node tree is a useful feature for pynodes, so they can do initial verification.
2013-04-13code cleanup: remove unused string formatting in bli_adddirstrings(), also ↵Campbell Barton
remove unused initializations and comment unused vars.
2013-04-12Fix #34322: cycles crash with (undo) save during threaded render. The mesh saveBrecht Van Lommel
code was modifying pointers in the Mesh which gave crashes with another thread accessing the data at the same time. This could crash other threaded operations like blender internal render or physics baking too but was less likely. As a solution I've now changed the save code that it does not modify the mesh data structure in place but rather a copy, as undo file saving should probably be fully read-only regardless of how an improved threading architecture might work. Thanks to Sergey for tracking down the cause of this crash.
2013-04-12Blender is compilable with strict compiler flags againSergey Sharybin
2013-04-12Image draw method optionSergey Sharybin
This option replaces previously added GPU limit option, which became tricky to follow after GLSL display space conversion. There're 4 modes available: - AUTO which will try to guess which mode is best to use. Currently It'll try using GLSL and if it fails, will fallback to 2D textures. Probably it'll make sense checking on whether 2D textures works well but currently such behavior shall be sufficient. Later we could make this method smarter (for example don't try to use GLSL on certain GPU or so). - GLSL will currently behave the same way as AUTO, but it is intended to always try using GLSL (unless it can not be used because of existing limitation of dither and RGB curves). - 2D Textures will use CPU-based color space conversion and use OGL 2D Texture to display the image. Image will be displayed in tiles, so there shall be no big GPU memory consumption. - DrawPixels will straightly fallback to glDrawPixels without trying to use any fancy GPU stuff. Hopefully this will also fix #34943: Blender crashes when resizing the Compositing Screen Window
2013-04-08Compatibility and robustness:Antony Riakiotakis
* Make masking depend on texture mode only if there's an actual texture present * New stroke system uses diameter to calculate stroke spacing, while old texture painting brushes and system used radius. So divide spacing of brushes in old files to half. Since I expect trunk users to have already adapted this, I do this for an old subversion of blender.
2013-04-08style cleanupCampbell Barton
2013-04-06Pre-merger changes.soc-2008-mxcurioniTamito Kajiyama
Deprecated Freestyle-specific elements were removed from the code base, in order to address all comments from branch code reviews. https://codereview.appspot.com/7416049/ Backward compatibility won't be maintained in the following components: - Freestyle edge/face marks in old .blend files are ignored. Old .blend files can be converted by loading and saving the files using a Freestyle branch build between revision 55581 and 55842. - External style modules are no longer supported. Instead text datablocks must be used to keep style module files within .blend files. A branch build between revision 55741 and 55842 is useful for identifying the style module file names that need reconfiguring.
2013-04-06svn merge ^/trunk/blender -r55815:55840Sergey Sharybin
2013-04-05code cleanup: include orderCampbell Barton
2013-04-05svn merge ^/trunk/blender -r55776:55813Campbell Barton
2013-04-05Fix #34873, Custom min/max node values get reset randomly while working and ↵Lukas Toenne
on save and quit. Node group socket interface was not storing the default_value struct in writefile.c, forgot to add this back when returning to DNA data for node sockets.
2013-04-04svn merge ^/trunk/blender -r55700:55776Campbell Barton
2013-04-04Clip editor prefetch changesSergey Sharybin
Made it an operator instead of automatic prefetching. Filling the whole memory with frames is not always desired behavior. Now prefetching is available via P-key, or from Clip panel in toolbox or from Clip menu. Also enabled prefetching for non-proxied movies.
2013-04-03Fix for old compatibility issue: 2.59.2 do_versions was not handling all ↵Lukas Toenne
local node trees (world and lamp missing).
2013-04-03code cleanup: use more (blender) conventional naming for group functions.Campbell Barton
also change dump_rna2xml.py to dump bpy.data by default.
2013-04-03Fix #34838, Can not append mesh from 2.5 (Crash in Nodes). The compatibility ↵Lukas Toenne
code for node group socket indices was assuming the new group node types even for 2.56.2 files, before these node groups had actually been converted ... Needs to use old way of identifying node group links (fromnode/tonode == NULL) instead of input/output node types.
2013-04-03Use of text datablocks for storing Python style modules.Tamito Kajiyama
Suggested by Brecht Van Lommel and Campbell Barton through code review comments. Previously style modules were external Python script files whose absolute paths were kept in .blend files. Now style modules are stored in .blend files as text datablocks. Style modules are configured in three steps: 1. Open an external style module file (or create a new text datablock) in the Text Editor in Blender. 2. Add a style module to the list of style modules (by pressing the "Add" button) in the Render Layer properties window. 3. Click the name entry and select the style module from the drop-down menu.